I don't know what sort of tutorials might help: Cujo wrote some stuff on remeshing long long ago when he made some breakthroughs, that would help with the visual side of things (but then that is what Cuch is offering to do). Otherwise, scary as it seems, the best place to look for stuff on this would be 0rion. He claimed to have 2-headed weapons working in his mod, by having them function as 2 seperate weapons (or something). I forget what he said, frankly I didn't trust that he had done it properly and wasn't paying attention, but I am happy to acknowledge in hindsight there may well have been something to it (at least some sort of initial step on which to build on, hopefully). I guess its just trial and error. If you look at my recent tutorial on animations, or look at the txt files in the ToEE1\art\meshes\NPCs folder, you'll see there are enormous combinations of animations for different 2wf styles (including things like "unarmed_shield_lattack.mae" which can only be a shield bash, though I don't know these are ever used in game: but then, by manually firing the animations you can see that it works. Accessing it in combat is another matter). The swing of an edge of the shield strikes me as the closest you would get to the swing of a pole with a blade, because u r guiding the blade to the target that way rather than it being an extension of the arm movement (if that makes any sense). So I guess just try different bludgeoning / piercing / slashing weapons in both hands and see if any of it looks like an animation that could be replaced with one item. That'd be my approach. :shrug:
Well, I have been able to make some progress... which I found useless. I managed to make the weapon one-handed (after trying to figure out which column does that) and made be able another weapon pretending to be the second end of the former. However, I can not think of a way to limit the use of it, that is to make the weapon usable ONLY with the two parts... So, my advice is either to make it a normal two handed axe with the stats as they were made by Krunch (battle axe stats) and a battle axe proficiency, or a standard one handed battle axe, OR a great axe with worse damage (1d8 instead of 1d12). ======================== Edit:Maybe I'll play with it more tomorrow... now I'm too sleepy it 2.16AM If anyone would come up with an idea how to make it one weapon or at least two usable only together notify me. =================================== Started working on it today: I made the two axes, named one as offhand, gave them the right stats and proficiency values, however I can't figure out how to make them use any different animation than the two weapon fighting one + I have no idea how to make a new model or at least a file that could be used for re-meshing and changing default animations. I know I could copy some weapons' mesh and animations from art\mesh\ but I still wouldn't know how to use the them in protos. =================================== Edit2:Figured out that last problem. For the time being the offhand weapon uses copied sling mesh until an invisible one is done, and the other uses greataxe2 mesh (aslo copied and added to meshes.mes). The only thing is making the meshes and overriding animations...
OK, I've got the weapon(s) in the protos one is Orc Double Axe the other is Orc Double Axe (Offhand). For now the former uses Greataxe2 mesh and the latter sling. Disregarding problems with making it work only with the offhand part I can't create animations... no matter what I change in the txt for each of the weapons nothing changes. I had to make both size_medium so that the offhand can be equipped (the whole weapon would be treated as a medium one for each hand in pnp, so this is good for a change). But the darn animations won't change... no matter what I type in the txt files the anims are standard... I would have to change the PC's model anims in order to make it work... unless someone knows a way out. Thanks Kal, fixed that one
Actually, the off-hand end of a double weapon is supposed to count as light. If both ends count as medium, the wielder is going incur penalties for TWFing with a non-light weapon in the off-hand.
And that's the only reason why double weapons might be worth the use of an EWP feat: with the orc double axe, you get to use the equivalent of two battleaxes while only suffering the penalties of using a battleaxe/handaxe combo. I really liked double weapons for this reason in NWN - at least until HotU made it more worthwhile to craft 2 uber weapons instead of 1.
I was playing around with animations but it seems that changing them in the weapon_name.txt file gives little effect if it's a medium sized weapon. I've also noticed that OIF_TWO_HANDED does not work if the weapon is medium... whenever I changed it's size to large it was two handed, so it's seems a redundant flag. Lastly I tried changing TWF character animations (for example: pc_halforc_female.txt) then copying the whole folder containing female half-orc mesh into data\art\meshes and renaming it to halforc1 and including this change into meshes.mes. Maybe I did something wrong but I didn't see any difference between the original and the new animations I made (changed all unarmed_(weaponname)_l/rattack.mae to polearm_polearm_lattack) maybe I should also change unarmed_unarmed... don't know.
Hang in there dude What about ye ol' quarterstaff, does that ever provide any sort of animation that could be used for a two-bladed weapon? In the hands of a monk maybe? Or on a critical hit?
Re: New Weapons :crazy: I was looking for the quarterstaff animations, and they're "polearm_polearm_" AFAIK I mean there would be no problem achieving animations I want if it were one double handed weapon... hmm if someone could write a script giving a bonus attack with TWF penalties and checking whether a character has TWF feats and lowering the penalties. It would be easy to override the light weapon thingy because i'd make it's size small (hmm come to think of it, that's not a good idea, since small creatures would able to use it and it would become one-handed) however maybe this also could be tackled by means of scripting... --------------------------------------------------------------- AHA! There is one animation for the quarterstaff! It's called "staff_staff_rattack.mae" Thanks Ted! :thumbsup: :thumbsup: -------------------------------------------------------------- God I feel like a total moron :xeyes: There's no way of changing the animations through editing .txt files I found out when accidentally changed the anims of staff to great axe anims (SKA). It turned out that the character was fighting with the staff as if it were a greataxe, however when I tried doing it the other way the game crashed. I don't know what to do... If I only knew something about programming... So I guess someone would have to model the weapon from quartestaff and then write a script I was talking about earlier (if it's possible). I might be wrong however... like I said... I'm a moron ------------------------------------ I REALLY don't get it... I was trying to reproduce the thing I was talking about and the staff was animated like an axe even though I changed ALL of the files (also the staff_1.ska). :crazy:
@maggit: Have you tried just copying the quarterstaff in the protos to a new number, then changing the mesh ID and leaving the rest the same. That should give you the quarterstaff anims you wanted. Cuchulainn.
OK, It looks like this... The secondary weapon is invisible thanks to the flag OF_OFF, this unfortunately does not solve the problem of animations. Now it looks this way: the character smashes first with the weapon and then hits with his/her fist... I'll try to work on that...
Hmmm I've managed to "create" something that it looks as if the person was fighting with a double-edged weapon. Now if I could just get a model... I'm not saying it looks perfect, actually most may laugh at it... anyway this is what I've produced... I know, it's quite primitive. (The weapon is not available in any shop yet! You have to console it by typing give 4344 and 4345 NOTE: 4344 is supposed to be invisble + it must be placed in the main hand! ). ================================== Plus I still don't know how to make the weapon usable-only when one has the two parts. ================================== I hope that no one suspects that I've solved the mystery of SKA files. :grin:
Is there any way to add affects to current weapons? Also, can the unholy orc double axe be "un-unholyed" and made holy?
Curses! I just deactivated the Orc Double Axe for the next release (d'oh!) Anyways, u can get some feedback as soon as I get back to my ToEE playing OS. But nicely done - we can script in the "only use if both ends are present" easily enough when the time comes
A spellcaster with the Craft Arms & Armor feat can add effects to weapons, if they know the proper spells. There is an excellent crafting guide you can find by searching over at Sorcerer's Place. Not sure if a weapon can be Holy and Unholy at the same time, but to add Holy to a weapon, you have to craft it with a 7th or higher level Cleric with the Good domain.